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Greatman

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Posts posted by Greatman


  1.  

    On 12/27/2013 at 8:19 PM, iceman77 said:

    You're images need to be squared. Save as a .png, open the image in texview. Use RGBA & DXT5 and save it as a .paa. You can set the picture control's width and height to dictate how big the image is. You also may want to tinker with style 0x30 + 0x800 to keep the images aspect ratio so that it doesn't "stretch".

    ---------- Post added at 19:19 ---------- Previous post was at 18:49 ----------

    Also, to keep your .png's desired size, you can make the image what size you want and throw it (in the center) onto a slightly larger, but transparent and squared BG. Save as a png etc etc.

     

    I wonder if you can help me, I have .paa file that works perfectly fine in arma 2. However when I use it in arma 3 as RscActiveText same as I do in arma 2, it doesn't show the image. I am trying to use this image as a button which is why I use RscActiveText. 

    It would appear that arma 3 does not support RGBA or at least in my case this is what is happening? If i convert Png-24bit to .paa it works however this format does not save background transparency . When I load a small .jpg it also works. since my image is not square i tried your suggestion i made sure the image had a squared background that is transparent but even then it wont show. I am kind of out of ideas and googled my way here.

     

     

    EDIT: The image appears to be there, but vastly washed can barely be seen. 


  2. I have a weird issue trying to display RscActiveText 

     

    which is .paa image (58kb) I know for a fact it worked fine on arma 2 servers before, and I am able to view the image in TexView 2 just fine. however in the gui it is transparent  will not show at all. but if i try another file normal .jpg (16KB) it works just fine. so I know its not the my script or configuration file. When i convert the .paa to .jpg as a test it becomes 56kb in size, and I can view it in windows just fine. However using that crashes my arma application all together. Any ideas why this would be an issue? I thought Arma handled .paa better and if it is size thing why would it work perfectly fine on arma 2 not in arma 3? is there something i should change in your defines.hpp file for RscActiveText?

     

    soolie here is what that image looks like, this is what i mean by its transparent, click here . It is on top of class controlsBackground which is also .paa but that works fine. 


  3. On 4/22/2017 at 7:00 AM, kerkkoh said:

     


    The link still takes you to the installation page where it instructs you to download the C++ redist and so on from what I can see. Seems like some people still can't install ExtDB3 properly though...


    Working on releasing the hotfix for that folder thing. It's been there for a while even though I removed that folder way back...

     

    Also sorry for not checking these posts enough, I need an email alert or something. If anyone has problems hop onto our Discord server <3

     

    no worried, I spoke to you on discord, and was able to get everything working. 

    • Like 1

  4. @haleks

     

    I have suggestion to add to your already growing wish list :-)

     

    Chance of infection from zombie interaction; similar effect to that when players are exposed to radiation (radiation zones), different disease types contracted have to be researched by drawing blood from dead zombies & infected player then researched using specialized medical tool to craft medicine needed to treat infections or diseases. Depending on the disease, different diseases have different cure rates. Some of the items needed to create the solution rarer than others; while some of the other items can be harvest from specific tree leaves available in the open world. Consuming or applying the wrong solution could worsen condition or lead to death.

     

    Probably requires some work to achieve this maybe some preparation first but I wanted to share to see if it is of interest..

      


  5. On 2/23/2017 at 4:34 PM, torndeco said:

    It will help to have some knowledge of SQL Queries & SQF.
    Otherwise it will  get confusing fairly fast. In that case i would nearly recommend (just no update for upcoming 64bit, but the source code is there)

    But i don't think he is been active in awhile :(

    -------------------

    If you do know some SQL etc or think you be able to learn it...

    Just note @extDB3, does not implement code to talk / retreive data from the extension.
    This is due to several ways to implement this.

    extDB3 is very similar to extDB2, i tend to the number in the name if there is a breaking change.

    So the best thing is to look at other addons/missions that have implemented it
    Then if you got questions try give me a shout on arma discord (might take awhile to respond, but you will need to know some SQF/SQL)

    -------------------
    A3Wasteland uses a mixture of defining defining SQL in .ini file & generating the rest of query in SQF. (don't recommend, is very confusing & abit more complicated queries)
    Exile has a good implementation, uses pretty much all prepared statements. (secure)
    AltisLifeRPG uses SQL Querys, but is prob alot easier when starting off. (not secure)

    There is also 


    Note: There is a test command line program, that lets you test sending the extDB3 text. Can be abit easier to use initially as you don't need to be in arma.

     

    Thanks torndeco, I am especially good at SQL, I have used it extensively, but I am very new to SQF , I have no idea where to begin with it! or even if I should :D


  6. 10 hours ago, Stevetibb95 said:

    Hey Haleks

    Thought id put an idea out there i was thinking about

     

    Maybe it would be possible to create a Ravage base building system using some way of tweaking the MCC Zues system. You could make the MCC axe part of the loot table, or maybe only on bandits sometimes, and then have a wood processing system where u cut down trees, maybe not falling trees at first even, but be able to have that create wood inside the inventory instantly or eventually maybe needed to be picked from the ground after a click with axe in hand or eventually a swing of an axe into the tree. Then you click that wood and it brings you into the MCC Zues system but with limited selection. In the MCC Zues there are some nice items that fit right into the ambiance of Ravage, stuff like wood pallets , some of the shoot house walls, which i use to board up windows, fires aswell, you probably catch my drift , it has every item in game . But its sorta too god like to be able to use the entire MCC zues selection from 10 stacks of wood say. So a system where it tallies the amount of wood you have and it increases the final item selection pool for building. 

     

    Above is a picture taken while playing "Ravage-A Mission" which uses your mod as a platform, and is an example of just a little shack ready to survive a night of zombie attacks , thanks to MCC. 

     

    Good idea, but while the game is still co-op and non persistent world its pointless to build bases; I dont think it would immediate value to the game. On the other hand If it was open world multiplayer game with persistent bases and vehicles then I would say YES! 

    • Like 2

  7. 6 hours ago, NecroBarl said:

    I'm about to try and use Heroes Survive for survival and persistence. I heard that it crashes after too many saves, but I'd like to test that myself. Anybody have any experience combing Ravage and Heroes Survive? My idea is to use Ravage ai, zeds, loot, atmosphere, vehicles, and weather. Then, I would use Heroes for the survival and persistence. I'll report back.

    Zuzul and Gwiddick, I was checking out Exile for my needs, but honestly, it's just two much work when I'm only doing for 4 players max lol. 



    Just use exile with it, it should do what you need. you will have to use exile loot though.


  8. 16 hours ago, gwiddik said:


    No, they are definitely no incompatible. As long as you do not use the Ravage loot-system (which is not working along with Exile) everything should be fine.

    To give you at least a little push in the right direction :

    1. Set up Exile as described
    2. Add all scripts/mods/addons for and to Exile

    3. Test the hell out of it.

    If everything is running as planned/intended then proceed to step 4. ;)

    4. Add the needed Ravage modules 
    5. Do a LOT of balancing. Especially if you are planning to use any AI addons like Exile Occupation and/or Exile DMS along with the Ravage AI module (Humans). If you don't balance it, there will be major performance issues and the chance to become overrunned by enemy AI. 

     

    I can confirm it does work with exile with no problems, like you said. I would love to add Ravage loot in instead but it does not work with exile, are you calling AI and zombies modules from mission.sqm or do you call it as a function in init file?


  9. On 1/16/2017 at 2:09 AM, Varanon said:

     

    They will likely be in the next update of CUP Units, if Alwarren finds the time to finalize them.

     

    Hey, just quick question in case I missed this. I downloaded the latest update and the PMC uniforms still not there, so I am guessing  the next update you were referring to is still work in progress? 


  10. On 2/9/2017 at 9:58 PM, gwiddik said:


    I use a modified version of the Exile mod for survival, loot and persistence and the Ravage mod for  Zeds, NPC, etc.

     

    Exactly what I ended up doing but I could not get Ravage loot system to work i.e scrolling menu on furniture wont work, and I got the boxes to spwan but no loot inside it.

     

    Does any one know what it is with exile that stops those modules from working? whats different about those and the AI or zombie modules that work with exile. I rather use Ravage loot system here.


  11. 14 hours ago, gwiddik said:


    I use a modified version of the Exile mod for survival, loot and persistence and the Ravage mod for  Zeds, NPC, etc.

     

    Exactly what I ended up doing but I could not get Ravage loot system to work i.e scrolling menu on furniture wont work, and I got the boxes to spwan but no loot inside it, are you on steam to talk this over?


  12. 14 hours ago, hungry said:

    Devblog #9

    Im happy to say that we started with base modeling...

     

      Reveal hidden contents


    Radio Backpack
    zjzcbo6.jpg

    Headtorch
    7KWYGlf.jpg


    Anonymous mask
    9LDBwHz.jpg

     

    Basebuilding

    Wand level 2
    EsXkA1N.jpg

     
    Wand level 3
    VbkbPmN.jpg


    Gate level 1
    pfJutBl.jpg

     
    Gate level 2
    zUlq8Mv.jpg

     
    Gate level 3
    Ieanbgw.jpg
     

     

     

    Looking good hungry, cant wait to try this mod when its out!


  13. Nice job hungry, I just added you on steam, happy to help test if you like.. I am currently starting to learn arma 3 scripting.. love to help but i am a long way.. any way I can contribute even if for ideas and testing let me know.. I have been big fan of survival games and have experience in both playing hosting and basic modding ..

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